
Wave-based top-down survival in a dark medieval realm. Pick a Warden, build your kit between waves, chase risk-reward hot-zones, and survive escalating enemy mutations and milestone bosses. How long can you survive?
Modeled estimate, not a reported figure. How we estimate →
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About
The sun sets on Wen, hopefully it's not the last time.
Wardens of Wen is a top-down wave-survival pixel ARPG set in a dark medieval fantasy world.


Each Warden has a unique build and ability set. Choose your Warden and survive!

Depending on your starting difficulty, your starting Round might change, normally you will start at Round 1, Wave 1. Defeating each wave will reward you will experience, and copper. Enemies themselves will occasionally drop from a large pool of items or potentially drop some helpful or even risky powerups! Each Wave has the potential for a random Mutator that will apply one of many modifiers to that Wave. Monsters themselves can also spawn as Elite variants with powerful Affixes.
You are able to upgrade your abilities, your power, as well as build out your Talent Tree. Downtime is granted in-between rounds for the player, where they can spend time deciding on items to equip or items to sell at the Trader.
Reach Round 10 for a boss fight, and every subsequent 10 Rounds thereafter.
How long can the Wardens last?
TUNED FOR CHAOS
Wardens of Wen is designed around clear moment-to-moment choices:
Auto-fire primary with distinct melee/ranged behaviors
Upgradeable Abilities, upgradeable attributes, and unique Talent Trees
Dash as a real combat verb, escape danger with your dash - rendering you invincible while dashing!
Layered defenses: health with optional shields/armor, built to support different archetypes and enemy profiles.
Status effects and buffs: burn/DoT, slow, stun, blind, lifesteal, attack-speed boosts, stasis/freeze effects, thorns/reflect-style interactions.
Pickups that spike the tempo: heal, recharge, explosions, freeze, frenzy, and brief invulnerability or invisibility!
Mutators & Affixes: Each run remains fresh with the mutator and affix system for waves and enemies alike
Hotzones: Areas of the map which incur an increased gain of experience, copper, or both!
Want to play it safe? Hug cover and kite. Want to play it fast? Take a hotzone and gamble your run on speed.
(Playable Characters)
Pick a Warden based on role and build preference. Current archetypes include:
Jack (Tank, Melee): high survivability frontliner with a slower stride.
Sally (Healer, Ranged): supportive sustain, balanced speed, lighter offense.
Robin (Damage, Hybrid): swaps between melee and ranged stances.
Maria (Assassin, Melee): extremely fast and lethal, but fragile.
George (Builder): sturdier utility specialist focused structures and training units.
Gunther (Support, Melee): long-reach polearm play with team-friendly tools.
Ellis (Special): experimental kit with slight boosts across the board.
Sage (Summoner, Ranged): calls beetles and snakes; fragile, protected by summons.
Raven
(Druid,
Shifter): switches between human ranged and melee beast forms.
Jade (Wizard, Elementalist): cycles elemental primaries with a high-energy spell kit.
Each run is about turning a role into a build: stacking stats, exploiting hotzones, and choosing upgrades that reshape how you clear waves.
You earn currency through kills, wave clears, dynamic events, and bounty targets.
Currency is split into copper and gold with each tier supporting different layers of progression and spending decisions.
Between waves you can:
Buy raw stats and consumables.
Roll upgrades that scale over the run (cost growth is data-tuned).
Hire temporary allied mercs (optional system) whose cost and stats scale with the run.
Interact with roaming boards between waves:
Event Board: choose wave-level modifiers (mutators) for better rewards.
Bounty Board: opt into extra elite/boss targets for bonus payout.
Contract Board: take run objectives with tracked progress and gold rewards.
Barter with the Trader to sell your loot, monster parts and buy some stuff with your hard-earned copper! (Trader located inside the building of the Eastern Maze)



Hotzones are invisible, map-authored bonus regions:
Danger Pay: more currency
Xp Surge: more XP
Combo: mixed payout
Terrain matters:
Path tiles grant a small speed bonus (15%)
Fire-tagged tiles can burn you (DoT) and are visually telegraphed
The best builds don’t just “get stronger” - they learn where to fight.

Multiplayer Co-op is planned for the final release. Launching in Early Access on Steam will help me refine and finalize the feature.
Lobbies will support up to 6 players.
Wen is a hard land of stone roads, torchlit outposts, and old oaths.
Standing alone amongst a hostile realm, the trade hub and the lifeline of the western realm, the outpost Wen faces grave danger that could throw the entire realm into chaos. Kalibros, the Lord of Wen has performed the ancient and nearly forgotten ceremony to awaken and summon the Wardens - legendary warriors, healers, wizards that have remained in a state of stasis until the moment they are needed. The Wardens have not been awakened in generations, most alive today only know of them from tales and songs old warriors would sing at pubs in the outskirts of Wen.
In ancient times, Wen was but a small Hamlet but its necessity to the entire realm was just as strong. Blessed with enchanted soil, Wen yielded impossible harvests and soon became the entire realm's heart of trade.
As the wealth and prosperity of Wen grew, so did its notoriety. Growing in size, with population rising and traffic increasing the dark forces once thought long lost began venturing out of the shadows once again, setting their sights on the bustling hamlet of Wen. At first, the attacks at night were sporadic and rare but as time passed the dark forces began to get braver, and worse - smarter.
Over time, these dark forces evolved into the creatures we see today. Over centuries, the darkness learned. It sharpened. It took form. These ancient dark forces became creatures such as Goblins, Orcs, Ghosts, Living Slime, the undead, and worst of all, the Dragon.
The most powerful warriors, wizards, and overall skilled combatants were called upon by the first Lord of Wen to rally against these dark forces to drive them back to the shadows once and for all, and the Wardens were successful. Having suffered casualties, the surviving Wardens retired in the tombs of Wen where their injuries were treated by powerful sorcerers and then they were all placed into a regenerative stasis.
Asleep for a millennia, the Wardens recover. Waiting. Hoping they never have to be awoken.
These evil creatures once again emerge from the shadows with Wen as their target. These Evil forces were not the only thing to prosper during the long peace - Wen grew to be the shining beacon of the realm. Riches and treasure beyond the evil forces wildest imagination which in turn has caused them to grow hungrier than ever.
Goblins and Orcs have developed social skills and hierarchy and a sense of order and chain of command. They splintered and have established numerous separate clans. Typically these clans war with eachother but have recently banded together to take on Wen hoping none of the other clans plan to betray the others like they have so eloquently planned themselves.
The undead have grown in power. Once only apparitions, dark energy has learned to animate corpses right from the earth as well as skeletons and mummies and congealed pure evil into deadly self replicating slimes. Some apparitions refuse to inhabit another vessel, and rather emerge into our realm as ghosts spreading terror wherever they go and Evil itself has set it's sights on Wen, forming evil demonic Hell Skulls to unleash on Wen alongside the rest of these dark forces.
A millennia ago, the Wardens felled the Dragon leading the onslaught nearly with their last breaths and now the Dragon has returned. Infused with the pure essence of Hell it once again aims to claim the riches of Wen for itself. While the Wardens slept and licked their wounds the Dragon grew stronger. For a thousand years Verdaxis waited, nursing hatred deeper than death. Empires have risen and crumbled while the dragon plotted the fall of Wen.
The Wardens awaken — weary, uncertain, burdened by memories of a war they believed ended forever. Kalibros speaks the words they dread: Verdaxis lives and is once again carrying hell on his back as he ushers in a second apocalypse. Will the Wardens be strong enough after all these years? Have their wounds fully healed? Will the missing members be their downfall?

Some systems described in design docs are already playable in the prototype, and others are still being expanded or refined. Expect frequent balance and UI changes as the run loop, content roster, and netcode harden.

Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Reviews
Wardens of Wen is one of those rare indie games where you can immediately feel the passion behind it. This is a solo dev pouring everything into their project, and it shows in the depth of the systems and the sheer amount of stuff to experiment with. Every run feels like you’re uncovering something new—different builds, interactions, or mechanics you didn’t even realize were there yet. I’m several hours in and still feel like I’m barely scratching the surface. The core gameplay loop is already really solid and engaging, with tons of room to grow as development continues. What really stands out though is the developer. They’re actively working on fixes and updates, listening to feedback, and actually engaging with the community. That kind of responsiveness is rare, and it makes a huge difference—especially for an Early Access title. If you enjoy games where you can theorycraft, experiment, and slowly master deeper systems over time, this is absolutely worth your attention. Easy recommendation.
Great little wave battler, good time waster (In a good way!), You can see and feel the direction of this and for a solo dev its really nicely done! Good Luck out there and glad to see it on steam!
Wardens of Wen is one of those games where you die and immediately start up another run because you’re convinced you can do it better. It’s a wave-based top-down survival game, but the hook is the build decisions. Every run you’re tweaking your setup, deciding how greedy to play, and chasing stronger loot while everything gets more chaotic. You’ve got your classic archetypes like paladin and mage to start with, but also some funkier ones, like one thats summoning snakes and beetles or a shapeshifter one which keeps runs feeling fresh. The progression and loot system carry it. You actually feel stronger over time, and gear isn’t just “bigger number = better.” Affixes matter, so you’re constantly weighing tradeoffs like giving up stat points for affixes. Getting a speed boost on every kill can be worth more than the higher ilvl item that would give better stats - all that depends on your playstyle. It’s simple to jump into but has way more depth than it looks with abilities, skill points, crafting, shop system, and quests layered in. Only real issues I’ve noticed are occasional weird mob pathing and not always knowing what a powerup does at a glance, but nothing major. If you like loot-heavy builds and replayable runs, this one scratches that itch.
Super fun, love the art style. Really like the play style with abilities and nothing beats dps numbers popping all over the screen on those high rounds. Great to run a few games and stack up some gold for the next run!
So far this game is really cool. It's an action RPG with roguelike mechanics, which normally I'm tired of but this one is kinda unique in that you're defending a town and can hire mercenaries to help you out during gameplay. Each character has abilities like in an MMO and you're constantly moving across the map, circling to all of the traders and vendors in order to get the best deals and make sure you're using all of your resources properly. You get copper which is used during the runs to buy equipment or potions or gear that helps you actively during that single run. You then earn Gold which is the meta progression currency, which is used for that sweet sweet meta progression. The game plays really smooth and fun and there is just something about it that makes me really enjoy everything about it, I don't know if it's the style, the gameplay. It's rather deep with a lot of mechanics and stats to keep track of, all while keeping everything easy to understand and play through. There are like 10+ characters that are all vastly different from rangers to mages to summoners to warriors or paladins, and again this is on top of the mercenaries that you can hire in the tavern. All of the vendors and locations are the same each run, it's the same map but the gear will change each time and with the different characters, entire playstyles are brought in with different strategies. I'll also say that looting is fabulous, it is incredibly satisfying to take our a horde of monsters and then collect the leftovers, the gear and loot that they dropped. It's also got both a night and day system, as well as a weather system with lots of different weather types all affecting your gameplay and stats, changing how you go about the run for the next few rounds. Some weather helps, like the snow allowing you to do 25% more fire damage but it can also come with downsides as well, naturally. Like I said earlier, it has a lot of mechanics that keep things interesting and unique from other roguelikes similar to it. I'll also add that the music is fantastic, it's all chiptune 8/16-bit music and that adds to the style as well as sounding REALLY good. Whoever the composer was did a great job at creating a mood and atmosphere with the music while still making it action packed and part of a game like this. Love the music. The only thing I didn't like is how the fog of war gets replaced each run, which is honestly just a personal nitpick and is nothing against the game. I just think it's strange that the map gets repopulated with fog each run when the map is the same map each time. If it were randomly generated that would make more sense, but alas, it's not that big of a deal anyways. One thing I'll add that is a BIG plus, is that the developer is awesome. They are always on discord, ready to give help as I needed, and they seem really chill and cool. This is obviously a passion project, and it's plain to see in the trailers and in the gameplay when you actually get to play it. If you are curious about anything, or have any questions, this developer is happy to help and clear anything up, as well as fix any issues you could have about the game. Always a good thing when the dev is a good person, lol. I highly suggest trying out this game, especially at the price they offer. It's cheap, and it's a ton of fun with a lot of content and things to do and unlock. It's one of those rare games that actually captures me and wills me to play it more than just a few runs like with other roguelikes I've played. Again, I am *not* a big fan of roguelikes but this one just seems to have called my name and now that I'm playing it, it plays like a dream.
Wardens of Wen is an old school pixel based rogue like wave based adventure with what it seems like, infinite ways to play.... Each run is different and unique in its own way. What makes this game so unique and different from other Rogue likes is the RPG feel of the game... Being a solo developer, this guy put thought, dedication and story behind each character, from what seems each item, and gives you opportunitys and rewards to feed your next run. Each run feels different, plays different, you sometimes need to use different strategy, it just makes the game as fun as it is and incredible replay value. One thing i have not seen in other games in this genre is 1. like i said the RPG aspect. You build your character with different items, you choose which stats to upgrade. 2. The NPC's in the game weather it be the priest that can heal your wounds or remove the ick, chit chatting and trading with the vendors, and much more. I would give this a 10/10 any day, even in its current state. I have heard that multiplayer will eventually be integrated and i can see myself playing this for hours on end with my buddies in the future. Hats off to this awesome solo developer and continue the great, great work. For 6.99..... You'd be dumb not to try.
This is a super fun vampires-like game that is great for casual gamers. It's in early access so some stuff i still in development and improvements are getting added everyday so i'm excited to see the future for this. Currently even in development, it's incredibly addicting.
Fun game! I have fun exploring the city and trying out different wardens. The developer is active with the fan base too in discord which is always nice
Playtested Wardens of Wen a bit and this game is solid, despite it not being a genre I am too familiar with.
It's neat, but fairly buggy and unpolished. looking forward to seeing where it ends up.
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